Professional Documents
Culture Documents
Abstract:: Kinect For Xbox 360, or Simply Kinect (Originally Known by The Code Name Project
Abstract:: Kinect For Xbox 360, or Simply Kinect (Originally Known by The Code Name Project
In evolutionary gaming technologies, Xbox tech played a wiping role over the earlier techs. The Xbox 360 is the second video game console produced by Microsoft as a successor to the Xbox. The Xbox 360 contains an aggressive hardware architecture and implementation targeted at game console workloads. The core chips include the standard conceptual blocks of CPU, graphics processing unit (GPU), memory, and I/O.
Kinect for Xbox 360, or simply Kinect (originally known by the code name Project Natal), is a "controller-free gaming and entertainment experience" by Microsoft for the Xbox 360 video game platform, and may later be supported by PCs via Windows 8. The Kinect sensor offers a revolutionary new way to play: youre the controller. Just move around and see what happens. Control your Xbox 360 with a wave of your hand. Based around a webcam-style addon peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures, spoken commands, or presented objects and images. Imagine controlling movies and music with the wave of a hand or the sound of your voice. With Kinect, technology evaporates, letting the natural magic in all of us shine.
1. Introduction
Over the years, we have gotten used to playing video games by pressing the controllers buttons using our thumbs. Recently, gaming companies have incorporated the joystick mechanism to enhance game play. The level of interaction between the game and the gamer has been little, using the up and down arrows with the action button. Sony and Microsoft both designed a controller for the Play station 3 and Xbox 360. Sony devised a controller something similar and more advanced in comparison to the Nintendo Wii controller, called the Play station Move. The controller is much more precision-oriented than the Wiimote. Sony, in an attempt to take the gaming future a step even further, came out with the Xbox 360 Kinect, where there is no controller required. People with motor disability or lack of full control on their upper limbs have a problem in working with tactile user interfaces, such as keypads or joysticks. They need more advanced and hand-free human machine interfaces (HMI) to communicate with computer based systems. Particularly, pupils with severe motor disabilities, cerebral palsy (CP), or encephalitis, have a problem in adopting control pads of video games such as Xbox. . They need a non-tactile interface to play video games to improve their ability and experiences. They provide a hand-free interface to communicate with electronic systems without any physical connection. For instance, a head gesture interface can help advantageously a disabled people with serious spinal disorders or CP to manipulate an electronic system with their minimum possible head movements. Feature tracking, known as well as optical flow, is one of the most fundamental approaches in computer vision to extract motion information from an image sequence. It could be employed to recognize head gestures.
the XBOX 360 to enable motion gaming .The sensor recognizes motion inputs and also speech recognition. The device not only takes motion inputs but also interacts with the user. An approximately nine-inch (23 cm) wide horizontal bar connected to a small circular base with a ball joint pivot, the Project Natal sensor is designed to be positioned lengthwise above or below the video display. The device features an "RGB camera, depth sensor, multiarray microphone, and custom processor running proprietary software", which provides fullbody 3D motion capture, facial recognition, and voice recognition capabilities. The Project Natal sensor's microphone array enables the Xbox 360 to conduct acoustic source localization and ambient noise suppression, allowing for things such as headset-free party chat over Xbox Live. The depth sensor consists of an infrared projector combined with a monochrome CMOS sensor, and allows the Project Natal sensor to see in 3D under any ambient light conditions.
The only experience you need is life experience. The Kinect sensor is for use with the Xbox 360 video game and entertainment system.
The Kinect sensor needs to be able to see you, and you need room to move. The sensor can see you when you play approximately 6 feet (2 meters) from the sensor. For two people, you should play approximately 8 feet (2.5 meters) from the sensor.
2.3.1 Design principles One of the Xbox 360s main design principles is the next-generation gaming principle that is, a new game console must provide value to customers for five to seven years. Another major design principle was that the Xbox 360 hardware be optimized for achievable performance. To that end, we designed a scalable architecture that provides the greatest usable performance. A third design principle was programmability; that is, the Xbox 360 architecture must be easy to program and develop software for.
to please every fan of online video media games. Xbox 360 could be adjusted easily. Xbox can be played by the whole family. Designed to be played teenagers in addition for adults.
2.4.3Product Features
Xbox 360 Headset (black) - Chat with friends on Xbox LIVE, or team up and jump in with multiplayer game play. Built-in Wi-Fi - The new Xbox 360 is the only console with 802. 11n Wi-Fi built-in for a faster and easier connection to Xbox LIVE.
More ports - Connect more accessories and storage solutions with added USB ports. Now with a total of 5, (3 back/2 front) you'll find more places to plug and play. Added integrated optical audio out port for an easier connection to the booming What's In The Box Kinect is an add-on peripheral for MICROSOFTS XBOX360 gaming console . It is based on controller free gaming and entertainment experience.
3. Architecture
Fig3.0: Project Natal Architecture The architecture is handled with the kinect components. The Infrared Projector projects the scene i.e. the action we perform before the kinect console. Then the rays are reflected to the Standard CMOS sensor to sense the reflected rays. Then this CMOS sends the rays details to the SOC ( System On Chip) for processing. The SOC processes the data and calculates the depth of the image scene. This depth is processed to the xbox console to project it to the Monitor or gaming output screen to visualize to the user.
4. Kinect Console
The device features an "RGB camera, depth sensor, multi-array microphone, and custom processor running proprietary software", which provides full-body 3D motion capture, facial recognition, and voice recognition capabilities.
Multi- Array MIC It features with four microphone capsules and employed for voice recognition of different users.
8
It is also employed for voice recognition of the different users. This is an array features for four microphone capsules It operates with each channel processing 16-bit audio at a sampling rate of 16 kHz.
Motorized Pivot Motorized pivot is used to tilt sensor. It can tilt the sensor by as much as 27o either up or down.
5. TECHNOLOGIES BEHIND
We used some technologies in order to implement these gaming consoles. They play very important role in making success of this gaming console. They are as follows 1. 3D Gesture Recognition 2. Human Body Tracking 3. Functional Programming
Through the gestures of a person like hand and leg movements, flapping, gait etc. It has been programmed photographs, look for a basic human form, and identify about thirty necessary parts eg your head, torso, hips, knees, elbows, and thighs. Microsoft relies on an advancing field of AI called Machine Learning. This saves programmers the near-impossible task of coding movements a body can make. Representatives went into homes around the planet and recorded folks moving in front of a specifically built rig. Microsofts PC farms sieve through this gigantic information set, letting the brain come up with chances and statistical data about the human form. Once the brain is done learning, it and its figures get packed into the Natal System.In order to implement this technology we have to follow the steps Step -1 As you stand in front of the camera, it judges the distance to different points on your body. It sees, a supposed point cloud representing a 3D
Fig5.1.3a: Point cloud Step-2 Then the brain guesstimates which parts of your body are which The darkness, lightness, and size of different squares represent how certain Natal is that it knows what body-part that area belongs to.
Fig5.1.3b: Parts Verification Step-3 Natal comes with all possible skeletons that might fit with those body parts.
10
Fig5.1.3c: Appropriate Skeleton Step-5 Then it does this all over again 30 times a second for 3D Avatar motions. This concept process takes just one or two milliseconds, so there is ample time for the Xbox to take the data and use it to manage the game.
Human body pose tracking from video inputs has been an active research field motivated
by various applications including human computer interaction, motion capture systems, and gesture recognition. The major challenges of recovering the large number of degrees of freedom in human body movements are the difficulties to resolve various ambiguities in the projection of human motion onto the image plane and the diversity of visual appearance caused by clothing and varying illumination. Human body motion tracking and analysis has received a significant amount of attention in the computer vision research community in the past decade. This has been motivated mainly by the desire of understanding human pose and gestures for building the next generation user interface. Inspired from human to human interactions, such an interface will go beyond the mouse-keyboard interaction, defining a system that responds naturally to user gestures. Naturally other applications related to a marker-less capture of the human body motion can be considered within the presented framework. Human pose tracking remains as a challenging problem, primarily because pose is difficult to track due to occlusion, fast movements, and ambiguity. Generating multiple hypotheses for human pose for one image is at times necessary to arrive at a correct solution. A
11
method has been proposed to demonstrate a potential to integrate pose estimation results from different modalities to improve the robustness and accuracy. In order to apply this technology, we have to follow the above sequence. The first step is to gather the information of the image in 2D.so that we get the complete image from that we take only the outline of the body.
Fig5.2: Body Tracking of a 2D image to 3D In order to get the required information we have to apply some technique to get the skeleton extraction. After obtaining the skeleton information we have to apply another method, which results into the 2D tracking from which we can get the brief information which is very useful. From the gathered information, we have to apply the 3D reconstruction. There by we obtain the partial information for further processing. The next step is to build the flesh, from the respective steps and apply the next one for further processing. That is the information is converted into 3D.there by human body tracking is applied.
12
This has been motivated mainly by the desire of understanding human pose and gestures for building the next generation user interface. Inspired from human to human interactions, such an interface will go beyond the mouse-keyboard interaction, defining a system that responds naturally to user gestures. Naturally other applications related to a marker-less capture of the human body motion can be considered within the presented framework. After we detect the region that is likely to be a person, we want to estimate the motion of the head, limbs, and torso. In [7], a generative model of human appearance and motion is defined in Bayesian framework. The probabilistic formulation of the generative model provides the basis for evaluating the likelihood of the image measurements given the model parameters. A particle filtering approach is used to represent and propagate the posterior distribution over time, thus tracking multiple hypotheses in parallel. Then we collect the model background scenes statistically to detect foreground objects, distinguish people from other objects by checking skin-color blobs in the foregrounds. After we estimate the position of the body in the foreground region. Following are the mechanisms that we follow: Boundary Tracking: First, the user is asked to initialize the points of the snake used for the initial boundary (see Figure 4). The module will proceed to track the boundary using snake deformations. This operation can be performed independently along with the Pose Estimation Operation. Pose Estimation: This operation tries to match a pose from its tree database to the frames of the video. If the Full Frame radio button is checked, the method is fully autonomous. If the Bounding Box is selected, the user is prompted to define a Bounding Box that includes the human body of interest (see Figure5). This operation can be performed independently along with the Boundary Tracking Operation.
13
Fig5.2.1: Interpolation of the pose angles at different positions of the player 5.2.2 Boundary Tracking and Pose Estimation: This combines the above operations, using the pose detected to help initialize the snake for Boundary Tracking. If the Auto radio button is checked, then the user does not need to provide any more input. If the user chooses to initialize once, then the user is first asked to provide a Bounding Box as in the Pose Estimation operation. Once an initial pose is estimated, the user is presented with the pose and asked if its a good initialization for the snake (see Figure 6). If it is not, the user is asked to provide manual initialization for the snake, as in the Boundary Tracking Operation. If the Multiple radio button is checked, the above process is repeated every time the program estimates that the tracked silhouette has lost its human body appearance.
14
Fig5.2.2: Filtering over time An approach using motion a model that allows us to formulate the tracking problem as one of minimizing a differential objective functions with respect to relatively few parameters. The differential structure of these functions is rich enough to yield good convergence properties using a deterministic optimization scheme at a much reduced computational cost. Furthermore, by using a multi-activity database, we can partially overcome one of the major limitations of approaches that rely on motion models.
6. Current Applications:
6.1 Gaming Controller The primary application of project natal is as a Gaming controller. This extends the boundaries of gaming in to new dimension. With the Natal sensor the gamer can interact with the Gaming environment as he is actually living inside that. As long as it captures the full body motions without any gadget attached in to the body, the games will be free to express his self with the
16
body motions and voice commands very precisely. Probably this will help Microsoft it increase their sales exponentially and expand their gaming empire.
6.2 Artificial Intelligence Application Interfacing The development of artificial intelligent application is facing huge challenge that there are no proper input devices to interact with them. No matter how much the researchers develop the software, to make it looks like human there has to be next generation input device which can understand human voice and activities. Project Natal provides perfect solution for these applications interfacing. There is a popular video found on YouTube which demonstrate this AI interfacing with Natal sensor for the Character Milo.
6.3 3D Graphic Designing Project Natal will provide good support for 3D graphic designing industry. The current challenge is to model the Object correctly. The traditional controllers including keyboard and mouse dont provide much support for that. Even when it comes to Laser scanning the process is complex and takes lots of time. The natal sensor will provide accurate interface for the artists to design 3D models without touching any controller, simply by their body motions. When it comes to the motions capturing project natal can provide perfect solutions there as well. This is one of the major challenges faced by the film industry to capture the accurate human emotions and put it in to a 3D model. In addition to that the sensor can capture the voice too. This kind of emotion capturing process would provide a relaxed environment to the actor to give his best performance without getting attached to so many sensors.
6.4Military Applications Another possible application of Natal sensor is to control advance military applications. The modern unmanned military aircrafts are controlled by Joystick from a ground base. However with the improvement of other implications, its asking for better and advanced controller where the project Natal might give a solution. In addition to that this can be used to control unmanned war robots. Finally lets hope no one will ever use these things against Humans, but some kind of Alien invasion may be.
17
7. Future Applications
It may later be supported by PCs via Windows 8. It may also find application on TV sets or other devices. Desktop Computer s of the future will use an entire office as both display and input devices, with voice and gesture recognizers via touch screens.
8. Conclusion
Based on what Microsoft was showing off at E3, Natal promises to open up a new world of gaming. Thus Kinect XBOX will be a revolution gaming and entertainment industry. It is a new way of interacting with computers and machines.Finally Kinect is the application of tomorrow launched today by MICROSOFT
9. References
http://www.techibuzz.com/iholo-touchscreen-mobile-features/ http://itechfuture.com/future-multimedia/ http://en.wikipedia.org/wiki/Xbox_360 http://www.xbox.com/en-US/kinect http://www.xbox.com/en-IN http://www.ehow.com/how-does_4728027_an-xbox-work.html
18